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. 2018 Feb 21;9:42. doi: 10.3389/fpsyt.2018.00042

Table 4.

Study design, effectiveness, advantages, and disadvantages categorized per type of technology.

Study design Effectiveness Advantages Disadvantages
Category 1: Interactive, predominantly language-based interventions (n = 17) Experimental: n = 9
Qualitative: n = 4
Quantitative cross-sectional: n = 2
Literature study: n = 2
More effective: n = 7
Ineffective: n = 2
Not assessed: n = 8
Effectiveness: n = 13
Efficiency: n = 10
Positive opinion: n = 8
Fit with patient’s needs, preferences and environment: n = 8
Fidelity in delivering interventions: n = 5
Increasing patient’s access to care: n = 4
Unique information: n = 1
Effectiveness: n = 7
Negative opinion: n = 4
Inefficiency: n = 3
Not suitable for every patient: n = 2
Decrease or lack of in-person contact: n = 2
Adverse negative consequences: n = 1

Category 2: Communication technology for synchronous interpersonal interaction (n = 17) Literature study: n = 11
Qualitative: n = 3
Quantitative cross-sectional: n = 2
Quasi-experimental: n = 1
More effective: n = 1
Not assessed: n = 16
Positive opinion: n = 13
Increasing patient’s access to care: n = 12
Efficiency: n = 12
Effectiveness: n = 9
Fit with patient’s needs, preferences and environment: n = 1
Unique information: n = 1
Negative opinion: n = 7
Privacy: n = 7
Decrease or lack of in-person contact: n = 7
Effectiveness: n = 7
Technological malfunctioning: n = 6
Inefficiency: n = 6
Lack of standardization: n = 5
Not suitable for every patient: n = 2

Category 3: Simulations of offense-related realistic situations (n = 6) Quasi-experimental: n = 2
Quantitative cross-sectional: n = 2
Qualitative: n = 1
Literature study: n = 1
More effective: n = 1
Ineffective: n = 1
Not assessed: n = 4
Positive opinion: n = 4
Effectiveness: n = 4
Unique information: n = 4
Increasing patient’s access to care: n = 2
Fit with patient’s needs, preferences and environment: n = 1
Adverse negative consequences: n = 3
Effectiveness: n = 2
Not suitable for every patient: n = 1
Privacy: n = 1
Technological malfunctioning: n = 1

Category 4: Simulations of offense-related realistic stimuli (n = 4) Quantitative cross-sectional: n = 3
Literature study: n = 1
Not assessed: n = 4 Unique information: n = 4
Effectiveness: n = 3
Fit with patient’s needs, preferences and environment: n = 1
Effectiveness: n = 1
Inefficiency: n = 1

Category 5: Games (n = 4) Qualitative: n = 2
Quantitative cross-sectional: n = 1
Literature study: n = 1
Not assessed: n = 4 Fit with patient’s needs, preferences and environment: n = 4
Effectiveness: n = 3
Increasing patient’s access to care: n = 2
Positive opinion: n = 1
Unique information: n = 1
Negative opinion: n = 2
Adverse negative consequences: n = 2
Effectiveness: n = 2
Inefficiency: n = 2
Not suitable for every patient: n = 1
Decrease or lack of in-person contact: n = 1

Category 6: Platforms with user-generated and shared content (n = 2) Quasi-experimental: n = 1
Qualitative: n = 1
More effective: n = 1
Not assessed: n = 1
Effectiveness: n = 2
Increasing patient’s access to care: n = 1
Fit with patient’s needs, preferences and environment: n = 1
Efficiency: n = 1
Adverse negative consequences: n = 1